@@Spacemarine658 Do you know if its faster at spawning ai than blueprint? Im making an enemy pooling system for my game and Im spawning many enemies at the beginning and disable them when they die. So I was wondering if I should move my spawning logic at the beginning to c++.
@@biaxthepanda yes and no it is faster but only by so much as construction of actors still eat up a lot of performance a better fix would be some kind of delay between spawns so it's not a sudden jump imo
@@Spacemarine658 Thank you a lot! Theres gonna be a loading screen so I thing it will be better to get over all of em in one go. Just wanted to decrease that time but looks like construction will be a pain in the ass anyway
@@Spacemarine658 Absolutely! But learning is key when using Tick as it has such a profound effect on everything else in your game. It's kinda like, imagine there's an ingredient in your kitchen which, if used the wrong way, turns your dish sour and catches fire. You avoid using such an ingredient unless you know what you're doing. ;-)
@@TheJackFrench xD fair enough I'm the kinda person who would try it catch it on fire and then try again to see if I can find ways to not catch it on fire 🔥
I think Move Component to function relieves tick too, smoothly
Very informative short video, thank you.
@@talos5750 glad it helped
How do you get the connections between your nodes to look jagged like that in blueprints?
@@SedrickBouknight it's a plugin call electronic nodes I highly recommend it as it's cheap and the dev is chill
I heard many things about c++ is faster than blueprint when it comes to tick but is it THAT faster ?
@@biaxthepanda not with every use case but yeah especially with things like for loops it's insanely faster
@@Spacemarine658 Do you know if its faster at spawning ai than blueprint? Im making an enemy pooling system for my game and Im spawning many enemies at the beginning and disable them when they die. So I was wondering if I should move my spawning logic at the beginning to c++.
@@biaxthepanda yes and no it is faster but only by so much as construction of actors still eat up a lot of performance a better fix would be some kind of delay between spawns so it's not a sudden jump imo
@@Spacemarine658 Thank you a lot! Theres gonna be a loading screen so I thing it will be better to get over all of em in one go. Just wanted to decrease that time but looks like construction will be a pain in the ass anyway
@@biaxthepanda yeah unfortunately
The rest of you are cowards ! :P Ari was amazing !
My general advice would be: If you have no experience with programming, avoid using Tick unless you absolutely have to.
@@TheJackFrench eh I get why you say that but learning even if only a bit is more useful than outright avoiding
@@Spacemarine658 Absolutely! But learning is key when using Tick as it has such a profound effect on everything else in your game.
It's kinda like, imagine there's an ingredient in your kitchen which, if used the wrong way, turns your dish sour and catches fire.
You avoid using such an ingredient unless you know what you're doing. ;-)
@@TheJackFrench xD fair enough I'm the kinda person who would try it catch it on fire and then try again to see if I can find ways to not catch it on fire 🔥